Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - selmiak

#2021
AGS Games in Production / Re: Don&Bastian
Wed 07/01/2015 04:12:53
hah, i know these kind of things, I have some sketches that look almost the same left over but never finished the game i was making, so please, now that you published this... finish this. This should be a fun game.
#2022
I think it's okay. post a screenshot of some word with fi in it. If these letters are too close together they become unreadable and the whole font can be trashed. If you can read it, it should work imho.
#2023
AGS Games in Production / Re: Rogue State
Tue 06/01/2015 18:09:45
because terrorists like you are the target audience for this game adeel :-D

The game and info is looking very interesting btw!
#2024
Site & Forum Reports / Re: Bug reports
Mon 05/01/2015 22:51:27
on the profile of every forumuser there is a database error at the bottom of the otherwise errorless page.
#2025
This is looking cool. the miniature size is also interesting. Have you ever considered using one of the custom res AGS builts and squeezing it into a smaller custom res size? Some 16:9 mini HD stuff... keep it up!
#2026
I already like what I see when I look out of my cave window. The colorscheme of the mountains is very interesting!
Please finish this and also use such a cool colorscheme for the inside of the cave ;-D
#2027
about your walkable area problem:
I'd make the points 1 & 2 hotspots
in room_repeadedly_execute check if the mouse if over either hotspot, if true change the mousecursor to some arrow, if not change to normal cursor, +add some boolean check variable
when the player even clicks on either hotspot have the playercharacter walk blocking to one point in the middle of the hotspot, then to one point on the other side (to not have ags somehow screw up and walk in front of the hut)

if you use regions to check you can't 'park' the playercharacter on the other side of the hut without him triggering the next walkbehind the hut animation.
protip: use two waypoints, both of them hidden, the first close to the start, after reaching this raise the walking speed, walk to the point close to the other end, set the walking speed back to normal, walk to the other side and be visible. Or use the tween module to tween the player in an interesting tween to the other side. Waiting while nothing happens on screen is annoying for players.
#2028
The Rumpus Room / Re: Ponch is in trouble now
Mon 22/12/2014 08:38:43
those reindeer toes! 8-0
#2029
too stoned to post only once? :-D
#2030
The Rumpus Room / Re: Name the Game
Fri 19/12/2014 15:12:52
Game of Recents?
#2031
@BSP
Spoiler

thanks for mentioning this, I replayed it. Thanks for the continue function emont! And somehow I found the correct spot to dig on the first try :-D (I just replayed it again to see if I could dig somewhere else and it doesn't seem so...)
[close]

what a beautiful ending! ;-D
#2032
Spoiler

I walked on through the desert and reached the end of the world. The game asked me if I want to quit, I thought this is another meta test, clicked no, gui closed, went on again, was asked again, clicked yes, and finally the game closed. Is this the real end?
[close]

an interesting experience for sure!
#2033
1) Blind Eye Lili (Hobo)
2) NYALARTHOTEP (Mandle)
3) The Secretary (Yakatakatulla)

Lots of great entries!
#2034
Weird Science!


if this is a ingame capture make the animation faster or the walkspeed slower, the character is floating over the ground rather than walking.
#2035
that's pretty awesome!
#2036
Looking cool already. If you manage to darken the scrollbars and dropdown menues too then it should be done I guess (not seeing other editor parts...)
#2037
what a lovely little game. I had some good laughs conversing with the gods and really enjoyed it! MORE! ;-D
#2038
Quote from: Mr Underhill on Mon 15/12/2014 12:11:06
So I'm pretty hellbent on going the other way around: left click examine, right click use. Except I haven't seen that implemented yet, ...

Beneath a Steel Sky uses the 2 button controls exactly like this. And since most modern adventures with 2 button interface do it the other way around I prefer the switched BASS interface. So the actual game BASS is confusing to get into, but once you did the switch in your head you get used to it and like it.

So do what you like (btw, I hate verbcoins), you can't force the player to play a specific way. I mean, what is stopping the player from always rightclicking to only interact without looking instead of always leftclicking?
#2039
Quote from: ChamberOfFear on Mon 15/12/2014 09:08:01
#3 Color themes
The vanilla theme is cemented as far as I'm concerned. However since the vanilla theme follows the Visual Studio coloring, should I try to do the same for the dark theme for AGS? So that it follows the same coloring that Visual Studio uses for its dark theme?
who needs an exact replica of a MS colorscheme, they are not adobe, just make it look cool and easy on the eyes. I prefer a dark theme for nightly session over a bright theme. If you want to earn some nerdy MS fanboy kudos though, mimic the MS colorscheme, and maybe add a metro theme for ags ;)
#2040
I'm seriously intruiged!!! No idea how to give some critiques on this, I'm still blown away ;-D

+1 for eyeballs as inventory item!
SMF spam blocked by CleanTalk